EP0704230A1 - Spielmaschine - Google Patents

Spielmaschine Download PDF

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Publication number
EP0704230A1
EP0704230A1 EP95915329A EP95915329A EP0704230A1 EP 0704230 A1 EP0704230 A1 EP 0704230A1 EP 95915329 A EP95915329 A EP 95915329A EP 95915329 A EP95915329 A EP 95915329A EP 0704230 A1 EP0704230 A1 EP 0704230A1
Authority
EP
European Patent Office
Prior art keywords
rotation
region
game
rotations
acquired
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Withdrawn
Application number
EP95915329A
Other languages
English (en)
French (fr)
Other versions
EP0704230A4 (de
Inventor
Akio Furuse
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Cosmo Instruments Co Ltd
Original Assignee
Cosmo Instruments Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Cosmo Instruments Co Ltd filed Critical Cosmo Instruments Co Ltd
Publication of EP0704230A1 publication Critical patent/EP0704230A1/de
Publication of EP0704230A4 publication Critical patent/EP0704230A4/de
Withdrawn legal-status Critical Current

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63BAPPARATUS FOR PHYSICAL TRAINING, GYMNASTICS, SWIMMING, CLIMBING, OR FENCING; BALL GAMES; TRAINING EQUIPMENT
    • A63B67/00Sporting games or accessories therefor, not provided for in groups A63B1/00 - A63B65/00
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/0005Indoor games using small moving playing bodies, e.g. balls, discs or blocks played on a table, the ball or other playing body being rolled or slid from one side of the table in more than one direction or having more than one entering position on this same side, e.g. shuffle boards
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/00643Electric board games; Electric features of board games
    • A63F2003/00662Electric board games; Electric features of board games with an electric sensor for playing pieces
    • A63F2003/00668Electric board games; Electric features of board games with an electric sensor for playing pieces using hall effect
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/24Devices controlled by the player to project or roll-off the playing bodies
    • A63F7/2409Apparatus for projecting the balls
    • A63F7/2436Hand-held or connected to a finger, e.g. cues, clubs, sticks
    • A63F2007/2445Stick-shaped
    • A63F2007/2454Club, stick
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/30Details of the playing surface, e.g. obstacles; Goal posts; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators; Means for detecting misuse or errors
    • A63F7/305Goal posts; Winning posts for rolling-balls
    • A63F7/3065Electric
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F7/00Indoor games using small moving playing bodies, e.g. balls, discs or blocks
    • A63F7/22Accessories; Details
    • A63F7/30Details of the playing surface, e.g. obstacles; Goal posts; Targets; Scoring or pocketing devices; Playing-body-actuated sensors, e.g. switches; Tilt indicators; Means for detecting misuse or errors
    • A63F7/305Goal posts; Winning posts for rolling-balls
    • A63F7/3065Electric
    • A63F7/307Electric with a score counter

Definitions

  • the present invention relates to a game apparatus for enjoying a game by rolling a ball with a stick to rotate a rotation bar.
  • FIG. 1 A utility model application No. Hei 5-677613 "A physical strength measuring apparatus for a rehabilitation" filed on December 20, 1993 has been proposed by the inventor of the present invention.
  • a mat 11 is laid on the floor and a target 12 is positioned at one end of the mat 11.
  • a target 12 is positioned at one end of the mat 11.
  • props 13a and 13b are positioned on the both side edges of the mat 11
  • an axis 14 is horizontally arranged between the props 13a and 13b and a plurality of rotation bars 15 are rotatably mounted on the axis 14 such that the centroid of the rotation bar 15 is below the axis 14.
  • the rotation bar is a rectangular plate shape and the rotation bar is pierced by the axis 14 through the width direction and rotatably held by the axis 14.
  • a tube shaped spacer 17 is provided co-axially on the axis 14 for each rotation bar 15 so that the rotation bar 15 does not move along the direction of the axis 14.
  • Rotation detecting means 16 is provided to generate a rotation signal for each rotation i.e., to detect each rotation when the rotation bar rotates.
  • a permanent magnet 18 is mounted on one end farther from the axis 14 for each of the rotation bars 15 and a coupling rod 19 is fixed between the upper ends of the props 13a and 13b.
  • a magnetic sensor element 21 such as a Hall element or a reed switch is mounted at each portion on the coupling rod 19 to which each rotation bar 15 faces.
  • a rotation detecting signal is outputted from the magnetic sensor element 21 facing to the rotation bar 15 for each rotation of the rotation bar 15.
  • the target 12 comprises these rotation bars 15 and the rotation detecting means 16.
  • a ball 22 is placed on the other end portion of the mat 11 and the ball 22 is hit with a stick 23 toward the target 12. The ball rolls toward the target 12 and reaches thereto.
  • a rotation bar is rotated by the ball 22.
  • a rotation detecting signal is outputted each time the permanent magnet passes near the magnetic sensor element 21 facing to that rotation bar 15.
  • the rotation detecting signals from those magnetic sensor elements are supplied to the respective wires in a cord 24 whose one end is fixed on one prop 13b via the wires positioned along the coupling rod 19.
  • the cord 24 is connected to a display unit 25 located outside close to the mat 11 to display an indication of the rotated rotation bar and the number of rotations.
  • S pole and N pole of permanent magnets may be mounted on the upper end and the lower end of each rotation bar respectively to increase the sensitivity when a Hall element is used as a magnetic sensor element 21.
  • the ball 22 is a spherical body whose diameter is approximately 45 mm consisting of a plastic material and the stick 23 is made of a wooden or a plastic material.
  • the stick is T shaped hammer type and the ball is hit by a end surface or a side surface of the top part of T shape.
  • a mat is placed on a space of width 50 cm and length 3 m.
  • the ball 22 is hit with the stick 23 and the ball rolls toward the rotation bar 15 and strikes the rotation bar 15.
  • the more number of rotations indicates that the ball 22 is hit stronger.
  • the physical strength of the hitter can be known from the number of rotations.
  • a plurality of persons can compete the score such as the number of rotations of the rotation bar 15 for a single hitting or the total number of rotations of the rotation bar 15 for a predetermined number of hitting times. Therefore, the apparatus can be used as a game apparatus.
  • the apparatus shown in Fig. 1 is not suitable for enjoying a game because the display unit 25 is too simple as a game apparatus. Only a simple game can be played using the apparatus shown in Fig. 1.
  • each rotation detecting signal is inputted to a computation processing part from the rotation detecting means, and the computation processing part calculates the score based on the rotated rotation bar or the number of rotations of the rotation bar or the both as the parameter and outputs the result including the intermediate progress as an image signal until a game completes, the image signal being supplied to a display unit, and the game progress and the game result are displayed as an image.
  • the computation processing part counts the number of detected rotation signals for each ball hitting to obtain the number of rotations of the rotation bar and to identify the maximum value of the number of rotations as a score during the time from game start to that time.
  • the counting of the number of rotations is performed only when one of the predetermined rotation bars is rotated and the rotation bar for which the number of rotations is counted is displayed by an image signal in the sequence of the ball hitting.
  • the computation processing part When the rotation bar is used as the parameter, the computation processing part accumulates a weight value preassigned to the rotation bar for every input of the detected rotation signal based on a ball hitting and displays the accumulated value as the score. Also, the computation processing part displays in image which rotation bar is rotated.
  • the computation processing part When the rotation bar and the number of rotations are used as the parameters, the computation processing part counts the detected rotation signals to obtain the number of rotations for every input of the detected rotation signals by one ball hitting. Then the computation processing part gives the hitter the number of unit regions in a region preassigned to the rotation bar based on the number of rotations so that the hitter acquires the total value of the number of unit regions given to the hitter in each region for each rotation bar as the score. As the result, each region for each rotation bar, the acquired number of unit regions in each region, the total value of the acquired unit regions and the number corresponding to the number of hitting times are displayed in image.
  • the highest value in the past is obtained to display in image. Also, the previous score is displayed in image as required basis.
  • Means for inputting a foul signal is provided to input a foul when a ball does not strike any one of the rotation bars or when a rotation bar does not rotate at all.
  • the computation processing part advances the game progress by one step and the step advance due to the foul play is displayed in image responsive to the step advancement based on the foul play.
  • the computation processing part counts the rotation detecting signals by one ball hitting to obtain the number of rotations and gives the number of regions in a region pre-assigned to the rotation bar to each of two hitters (a hitter A in the odd order and a hitter B in the even order).
  • a hitter acquires the unit regions which the other hitter has already acquired.
  • each region for each rotation bar a region acquired by the hitter of the odd order and a region acquired by the hitter in the even order are displayed in image. Further, when a hitter acquires all the unit regions in a region, the other hitter is prohibited to acquire any unit region in the region.
  • each region is linear line shaped and arranged in parallel each other.
  • Each unit region is formed by diving each region in equal interval along the longer side direction. The unit region acquisition by the odd order hitter starts from one end of each region and the unit region acquisition by the even order hitter starts from the other end of each region. Total value of the number of acquired unit regions by the odd order hitter and total value of the number of acquired unit regions by the even order hitter may be obtained to display each of the total values in image as a score.
  • the rotation detecting signals are counted for every rotation detecting signal input by one ball hitting to obtain the number of rotations and a mark is moved unit length corresponding to the number of rotations to the direction predetermined to the rotation bar. As the result, the moving path of the mark, the goal and the number of ball hitting times are displayed in image.
  • a target 12 is positioned at one end of a mat 11.
  • a ball 22 is hit with a stick 23 and rolled toward the target 12 to rotate a rotation bar 15 of the target 12.
  • Rotation detecting means 16 is provided for each rotation bar 15.
  • rotation detecting signals from the rotation detecting means 16 of each rotation bar are inputted to a computation processing part 31.
  • the computation processing part 31 is constructed by connecting a computation processing unit (CPU) 33, a ROM 34, a RAM 35, an interface 36 to the rotation detecting means 16, game ROMs 371-37 n where game programs are stored, a character generator 38, an interface 41 to a mouse 39, an interface 43 to a keyboard 42 having various switches and an interface 45 to a video RAM 44 to a bus 32.
  • a display device 47 is connected to the video RAM 44 and an image signal stored in the video RAM 44 is displayed on the display device 47.
  • a carrier wave is modulated by the image signal stored in the video RAM 44 in a TV signal generation part 48 and supplied to a television set 49 as an open channel signal of the television system.
  • a basic program in the ROM 34 is read out and executed by the CPU 33. Namely, when the power supply of this game apparatus is turned on as shown in Fig. 4, the game names available in this game apparatus are displayed on a screen 51 of the display device 47 (main menu display: S1) and a game name selection by moving a marker 52 by the mouse 39 is prompted (S2). When a game name is selected, the selected game program stored in the corresponding one of the game ROMs 371- 37 n is read out and executed. In the execution of the game program, a fixed image signal is generated first and transferred to the video RAM 44 for displaying on the display device 47 (S3). For example, when the rotation game is selected, as shown in Fig.
  • the rotation bar images 15 B1 ', 15 Y1 ', 15 R ', 15 Y2 ' and 15 B2 ' indicating the rotation bar 15 are displayed on the upper portion of the screen in the left to right arrangement.
  • Numerals "1" through “10” indicating the hitting times of the ball 22 with the stick 23 are displayed as the image 53 just below the rotation bar images in the left to right arrangement.
  • Images 54 Y1 , 54 R and 54 Y2 indicating the rotation bars 15 Y1 , 15 R and 15 Y2 respectively are displayed on the left side of the screen below the image 53 in up-down arrangement.
  • the five rotation bars 15 in Fig, 1 are colored in blue, yellow, red, yellow and blue respectively from left to right.
  • each rotation bar is indicated as 15 B1 , 15 Y1 , 15 R , 15 Y2 and 15 B2 from left to right.
  • the images 54 Y1 , 54 R and 54 Y2 represent the characters “YELLOW”, “RED” and "YELLOW” respectively. Instead of these characters, a yellow rectangle image, a red rectangle image and a yellow rectangle image respectively may be displayed.
  • Character images "HIGHEST” 55, “PREVIOUS” 56 and “NUMBER OF ROTATIONS” 57 are displayed below the image 54 Y2 in the arrangement left to right. Rectangle frame images 58, 59 and 61 are displayed below the character images 55, 56 and 57 respectively.
  • character images "TERMINATION” 62, "FOUL” 63 and “MAIN MENU” 64 contained in the respective rectangle frames are displayed below the rectangle frame images 58, 59 and 61 in the left to right arrangement.
  • the character generator 38 is used for this fixed image signal generation as necessary basis.
  • the cursor 52 is always positioned close to ,e.g. immediately below, the character image "FOUL” 63.
  • R i is not greater than R m , the number of rolling times (ball hitting times) is incremented by 1 (S10).
  • a check is made to see if i matches a predetermined number of rolling times, for example 10 (S11). If i does not match the predetermined number, the process moves to step S12 to update the display contents of the display screen. Namely, the current R M , R mp and R m are displayed in the frame images 58, 59 and 61 respectively.
  • the rotated rotation bar can be identified based on the detecting element 21 which the rotation detecting signals come from and a double circle image 65, for example, is displayed at the location corresponding to the rotated rotation bar and the number of hitting times (round number) i, and then the process returns to step S6.
  • Fig. 8 shows a display screen 51 at the time when fifth hitting round is finished. In this example, the number of rotations is counted only when either one of the central rotation bar 15 R and the adjacent rotation bars 15 Y1 and 15 Y2 is rotated. The number of rotations of the other rotation bars 15 B1 and 15 B2 is ignored.
  • step S7 when the rotation detecting signals are inputted between steps S6 and step S7, a check is made to see if the rotation detecting signals are from either one of the valid rotation bars 15 R , 15 Y1 and 15 Y2 . If these are from the valid rotation bars, the process moves to step S7 but if these are from the other rotation bars 15 B1 and 15 B2 , the process moves to step S10.
  • the screen indicates the state that fifth round is finished.
  • step S10 When the ball strikes the rotation bar 15 B1 or 15 B2 , the process moves to step S10 from step S6 without clicking with the cursor.
  • a rotation bar image corresponding to the rotated rotation bar for example, 15 Y2 ' is rotated.
  • the rotation of the rotation bar image is performed, for example, by taking the picture of rotating image of each rotation bar with a video camera, by storing each video image in a memory, by reading out the video image from the memory and by writing the video image in the corresponding portion of the video RAM.
  • step S15 all the double circle images 65 and all the X images are erased.
  • the updated value is displayed therein, and if not changed, the previous value is displayed.
  • the value R m is displayed in the frame image 59 and zero value is displayed in the frame image 61.
  • the next game is started by hitting a ball 22 with a stick 23. Incidentally, the number of rotations by the current ball hitting may be displayed in the rectangle frame image 61.
  • a single player can enjoy how many rotations of the rotation bar are achieved by one ball hitting or a plurality of players can compete the number of rotations of the rotation bar. Since an intermediate state of a game is displayed on the screen 51, players can enjoy the game more than in the conventional game apparatus.
  • an initialization is performed to set the number of hitting times (round number) i to zero, the highest score S M in the past to zero or to the value S M read out from the programmable ROM, the previous score S p to zero and the current score S i to zero (S18).
  • An input of the rotation detecting signals is awaited in this state (S6).
  • the points S (weight) given to the rotated rotation bar which has caused the input of the rotation detecting signals is added to the current score S i to obtain the new current score S i (S19).
  • the display of the screen 51 in this case is, for example, shown in Fig. 10, and the same reference symbols are assigned to the portions corresponding to those in Fig. 8.
  • numeral images "7" 671, "3" 672 and “1” 673 contained in the respective frames are displayed instead of the character images 54 Y1 , 54 R and 54 Y2 and a character image “SCORE” 68 is displayed instead of the character image "NUMBER OF ROTATIONS” 57.
  • Red, yellow and blue rectangle images may also be displayed instead of the respective numeral images 671, 672 and 673.
  • character images "ROTATION” 69, "REGION ACQUISITION 1" 71 and “REGION ACQUISITION 2" 72 are displayed on the bottom line of the screen instead of the character image "MAIN MENU" 64.
  • double circle images 65 are displayed at the positions corresponding to the round number and point images 671, 672 and 673.
  • the highest score S M in the past is displayed in the rectangle frame image 58
  • the score S p in the previous game is displayed in the rectangle frame image 59
  • the current score S i in the current game is displayed in the rectangle frame image 61.
  • the highest score S M in the past and the score S p in the previous game are also displayed in 58 and 59 respectively.
  • step S10 the number of ball hitting times i is incremented by one (S10). Then, a check is made to see if i is a predetermined number 10 (S11). If i is not 10, the process returns to step S6 to await next input of the rotation detecting signals. In this game, if the ball 22 does not strike any one of the rotation bars, the character image "FOUL" 63 is clicked by the cursor 52 as in the previous example. When an interruption by the FOUL click occurs, the process moves from step S6 to step S20. If the number of ball hitting times i is 10 in step S11, the process waits for the passage of the predetermined short time period (S13).
  • step S24 the score S i in the current game is set in the score S p in the previous game, and both current score S i in the current game and the round number i are set to zero (S24). Then the process returns to step S6 (S25) after the associated display updates. Namely, the double circle images 65 and the X images (not shown in Fig.
  • This state is the display state which is automatically displayed by the fixed image generation program of this game program when this score game is selected.
  • the aforementioned character image "MAIN MENU" 64 is not displayed.
  • the number of games selectable in the main menu in this embodiment is four.
  • the game names other than currently selected game are already displayed as the character images 69, 71 and 72. Therefore, when the currently selected game is finished, the cursor 52 is moved onto the character image of the desired game name if any of the other games are desired.
  • the fixed image of the game is displayed on the display screen 51. In this way, the game switching can be made with less operations than the case where the screen is returned to the main menu and a game name is selected.
  • FIG. 11 shows a display example of the screen 51 in this case.
  • character images "HIGHEST” 55, "PREVIOUS” 56, "SCORE” 68 and "REMAINING ROUNDS” 74 are displayed in the arrangement from left to right on the uppermost portion of the screen 51.
  • the respective rectangle frame images 58, 59, 61 and 75 are displayed.
  • Regions 76 B1 , 76 Y1 , 76 R , 76 Y2 and 76 B2 of the same size (the same length in this example) corresponding to the rotation bars 15 B1 , 15 Y1 , 15 R , 15 Y2 and 15 B2 respectively are displayed in the up-down arrangement below those rectangle frame images. Those regions extend from left to right in long and narrow shape and are equally divided along the extending direction to form unit regions 77.
  • Each one end of the regions 76 B1 -76 B2 is aligned and blue, yellow, red, yellow and blue rectangle images 54 B1 , 54 Y1 , 54 R , 54 Y2 and 54 B2 corresponding to the respective rotation bars are positioned at the ends of the regions respectively and a vertically extended line 78 indicating the player's side is displayed adjacent to the other ends of the regions.
  • the unit regions are acquired in each region corresponding to the rotated bar in accordance with the number of rotations caused by the ball rolling and the acquisition is indicated from the end (line 78's side) of each region.
  • the number of all the acquired unit regions 77 in predetermined number of ball hitting is the score of the player.
  • Fig. 12 shows an example of the process flow of this game execution program.
  • the number of rounds i is set to zero, the highest score A M in the past is set to zero (or to a value A M read out from the programmable ROM), the score A q up to the previous round, the score R i in the current round, the numbers of acquired unit regions A B1 , A Y1 , A R , A Y2 and A B2 in the respective regions 76 B1 , 76 Y1 , 76 R , 76 Y2 and 76 B2 , and the total score G up to the current round from the game start are all set to zero and the total number of rounds j to the game end is set to, for example, 5.
  • an input of the rotation detecting signals is awaited (S6).
  • the rotation detecting signals are inputted, the rotation detecting signals are counted to obtain the number of rotations R of the rotation bar by one hitting (round) (S7).
  • the number of rotations R is added to the number of acquired unit regions A q in the region 76 q to obtain a new A q (S30). Then a check is made to see if the new A q is greater than the number of unit regions 77 forming the region 76 q (10 in this example) (S31). If the A q is greater than 10, the excess number (e.g. 3 if A q is 13) is subtracted from the maximum number of unit regions 10 to make the remainder a new acquired number A q (S32). Namely, if the number of acquired unit regions exceeds the maximum value, the number of acquisition is reduced by the excess number. The new A q is subtracted from the old A q to obtain R (S33).
  • step S31 If A q is not greater than 10 in step S31, and also after steps S29 and S33, R is added to the score G to obtain a new score G (S34). Then after i is incremented by one (S10), the display is updated. For example, this display is shown in Fig. 11. That is, in addition to the explanation above, the acquired unit regions 77 in each region are indicated by an acquisition line 81 extending along the longer direction of the region 76 q . This acquisition line 81 is formed on a linear line in the region 76 q . Eight unit regions are acquired in the region 76 B1 and 10 unit regions, i.e., the entire region, are acquired in the region 76 Y1 .
  • This acquisition i.e., the acquisition line 81 is drawn from the line 78 of player's side. All the unit regions are acquired in the region 76 Y1 and the acquisition line 81 is formed through the entire length of the region 76 Y1 . It is shown that no unit region is acquired in the region 76 Y2 .
  • "0" is displayed to indicate that one game has been finished.
  • the total of the number of acquired unit regions 77 in the respective regions A B1 , A Y1 , A R , A Y2 and A B2 from the game start is displayed in the rectangle frame image 61 positioned below the character image "SCORE" as the score G.
  • step S35 a check is made to see if the number of ball hitting i is the predetermined number 5 (S11). If i is not 5, the process returns to step S6. If i is 5, the process awaits the passage of a predetermined short time period (S13) and then a check is made to see if the current score G is greater than the highest score G M in the past (S22). If the current score G is greater than G M , the highest score G M in the past is updated (S23). Then, the current score G is set in the previous score G P and then the number of acquired unit regions A q in each region and the number of rounds i are all set to zero (S36).
  • step S6 the display update corresponding to this process is performed to return to step S6 (S37).
  • step S6 the display update corresponding to this process is performed to return to step S6 (S37).
  • step S6 the display update corresponding to this process is performed to return to step S6 (S37).
  • FIG. 13 The display example of the screen 51 in this case is shown in Fig. 13 and the same reference symbols are assigned to the portions corresponding to those of Fig. 11.
  • players A and B alternately hit the ball and each player acquires the unit regions 77 in the regions 76 B1 , 76 Y1 , 76 R , 76 Y2 and 76 B2 from a predetermined side, for example, from left end for the player A and from right end for the player B.
  • the unit regions acquired by the players A and B are indicated by the acquisition lines 81 A and 81 B respectively.
  • the winner is a player who acquires all the regions first or a player whose acquired regions are more than the other in the predetermined number of ball hitting times.
  • some conditions could be given, for example, when all the unit regions 77 in a region are acquired by a player, the acquisition in that region is inhibited, and when the player who has acquired all the unit regions in the region strikes and rotates the rotation bar corresponding to the inhibited region, the number of acquired regions is reduced by the number of rotations and the inhibition is canceled, etc.
  • the number of unit regions in each region is 17.
  • Fig. 14 shows an example of the process flow of the process program of this game.
  • the number of acquired unit regions A B1 , A Y1 , A R , A Y2 and A B2 of the player A and the number of acquired unit regions B B1 , B Y1 , B R , B Y2 and B B2 of the player B are all set to zero.
  • the score G A of the player A and the score G B of the player B are also set to zero.
  • a flag F for indicating which player is playing is set to A to indicate that the player A (for example, zero) is playing.
  • the first player is decided by, for example, JANKEN (a kind of mora, toss-up).
  • the cursor 52 is moved onto the line 78 and clicked to move the line 78 to the right end of the region 76 q and to move the rectangle color image 54 q to the left end of the region 76 q . That is, after the initialization, a judgement is made to see if the first player is the player A based on the presence or absence of a click on the line 78 (S42). If the click is made and thus the first player is judged to be the player B, the line 78 is swapped with the rectangle color image 54 q on the screen and the flag F is set to B (one in the above example) (S43). Then the process enters the state awaiting the rotation detecting signals (S6).
  • the rotation detecting signals are inputted without clicking the line 78.
  • the signals are counted to obtain the number of rotations R (S7).
  • S7 the number of rotations R
  • S44 the number of rotations R is added to the current player's number of acquired unit regions C q (C q represents A q when the flag is A or B q when the flag is B) (S45).
  • a check is made to see if the number of rotations R is greater than the number A S 17-(A q +B q ) , which is the number of unit regions not yet acquired by either of the player A or the player B in the region 76 q (S46). If R is greater than A S , the acquisition D q of the other player (B q if F is A or A q if F is B) is reduced by the excess number (R-A S ) (S47).
  • step S46 When R is not greater than A q in step S46, and after steps S47 and S49, the display is updated to display updated display lines 81A and 81B in accordance with the changes of the acquired numbers A q and B q .
  • the process waits for a passage of predetermined short time period (S13). Then a check is made to see if the game is finished (S51). That is, a check is made to see if each of the regions 76 q has been acquired by either one of the players.
  • step S52 If the game is not finished, the flag F is switched and the swapping of the line 78 and the rectangle color images 54 q is performed (S52). Then, the process returns to step S6 and receives the rotation detecting signals caused by the ball hitting of the alternate player.
  • the player who has acquired more regions is defined as a winner.
  • the number of wins G C (G A if the flag F is A or G B if the flag F is B) of the player is incremented by 1 and then, the display of the corresponding number of wins is updated and the swapping of the line 78 and the rectangle color image 54 q is performed. Then, the process moves to step S6 (S53).
  • step S13 if it is judged that the player is not the same player in step S48, the process moves to step S13.
  • the character image "FOUL" is clicked by the cursor 52 to cause an interruption so that the process moves from step S6 to step S51.
  • a rectangle frame image 83A is displayed at the upper left position
  • a rectangle frame image 83B is displayed at the upper right position
  • a character image "NUMBER OF WINS” 84 is displayed at the upper central position.
  • the number of wins G A of the player A and the number of wins G B of the player B are displayed in the rectangle frame images 83A and 83B respectively.
  • end of the game is defined as the state where each of the regions has been acquired by either of the players.
  • end of the game may also be defined as the state where one player has acquired more than half number of regions first (in this example, three regions) and the player becomes the winner.
  • each player alternately hits the ball 10 times. For each ball hitting, R is added to the score of the current player in step S45, (R-A s ) is subtracted from the other player's score in step S47, and R is subtracted from the current player's score in step S49.
  • the player whose score is greater than the other, of the player A's score and the player B's score is the winner. In this case, the scores of both players are displayed including inter mediate progresses of those scores.
  • the acquired regions could be indicated in rectangle or other shape instead of line shape. Also, the acquired regions could be indicated not only by an acquisition line but also by, for example, painting the acquired unit regions in a predetermined color. Further, the area, i.e., the number of unit regions of each region could be different region by region rather than the same number for all the regions.
  • a display example of the screen 51 in this case is shown in Fig. 15.
  • a mark moving area 91, a mark starting point 92, a goal 93, a mark 94 and gates 95 provided at appropriate positions in the moving area 91 are displayed.
  • the mark 94 is positioned at the starting point 92 in the initial state.
  • the rotation bars 15 B1 , 15 Y1 , 15 R , 15 Y2 and 15 B2 correspond to down direction, left direction, upper direction, right direction and down direction respectively.
  • the mark 94 moves within the area 91 the length corresponding to the number of rotations of the rotation bar in the direction corresponding to the rotation bar. For example, the mark 94 is moved about 5 mm by one rotation of the rotation bar. For example, if the rotated rotation is 15 R and the number of rotations is 3, the mark 94 is moved 5*3 mm in upper direction. In such a way, the rotation bars are rotated by the ball hitting so that, in this example, the mark 94 reaches the goal 93 via the two gates 95.
  • the number of ball hitting times by which the mark 94 moves from the starting point 92 to the gaol 93 is displayed in a rectangle frame image 96.
  • the intermediate number of ball hitting times is displayed in the rectangle frame image 96.
  • the least number of ball hitting times in the past and the number of ball hitting times in the previous game are displayed in frame images 58 and 59 respectively.
  • the path 97 on which the mark 94 has moved from the starting point 92 is also displayed. When the mark 94 moves and reaches the boundary of the moving area 91, the mark returns the remaining moving length to the opposite direction.
  • a game selection, a foul interruption etc. are performed by the cursor movement and the clicking by a mouse, like a foul is inputted by a cursor clicking.
  • a keyboard 42 may also be used to perform the game selection, the foul interruption etc. by the operation of the keyboard 42 by providing various key switches on the keyboard 42.
  • Each program of various games may also be provided in a cassette to use a program by changing the cassette as required basis.
  • the game progress can also be printed if necessary.
  • the intermediate progress of the game is generated by the computation processing part and displayed on a display device during the game, the game is more enjoyable.
  • a simple game and a game requiring high skills can be played by selecting the games, and thus people of various generations from children to old people can enjoy this game apparatus.
  • the required facilities are a ball, a stick, a target and a computation processing part.
  • the apparatus can be constructed in low cost and can be played if a flat space of approximately 50 cm width and 3 m length is available.

Landscapes

  • Health & Medical Sciences (AREA)
  • General Health & Medical Sciences (AREA)
  • Physical Education & Sports Medicine (AREA)
  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Image Processing (AREA)
  • Processing Or Creating Images (AREA)
  • Golf Clubs (AREA)
  • User Interface Of Digital Computer (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
EP95915329A 1994-04-18 1995-04-17 Spielmaschine Withdrawn EP0704230A4 (de)

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP78400/94 1994-04-18
JP7840094 1994-04-18
PCT/JP1995/000741 WO1995028207A1 (en) 1994-04-18 1995-04-17 Game machine

Publications (2)

Publication Number Publication Date
EP0704230A1 true EP0704230A1 (de) 1996-04-03
EP0704230A4 EP0704230A4 (de) 1997-03-26

Family

ID=13660982

Family Applications (1)

Application Number Title Priority Date Filing Date
EP95915329A Withdrawn EP0704230A4 (de) 1994-04-18 1995-04-17 Spielmaschine

Country Status (6)

Country Link
EP (1) EP0704230A4 (de)
KR (1) KR960703028A (de)
CN (1) CN1129912A (de)
AU (1) AU2224295A (de)
CA (1) CA2165067C (de)
WO (1) WO1995028207A1 (de)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR100902069B1 (ko) * 2008-12-30 2009-06-09 박기범 볼 게임장치

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE8606242U1 (de) * 1986-03-07 1986-05-15 Bleicher, Henry, 5120 Herzogenrath Geschicklichkeitsspiel
DE8811673U1 (de) * 1988-09-15 1988-10-27 Auch, Dieter, 71229 Leonberg Billard-Tischkegelbahn
US5110128A (en) * 1991-02-21 1992-05-05 Robbins Mark J Air cushion table game

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPS5542675A (en) * 1978-09-21 1980-03-26 Tadahiko Hayashi Golf game machine
JPS606340U (ja) * 1983-06-24 1985-01-17 株式会社日立製作所 小型化弾性表面波素子

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
DE8606242U1 (de) * 1986-03-07 1986-05-15 Bleicher, Henry, 5120 Herzogenrath Geschicklichkeitsspiel
DE8811673U1 (de) * 1988-09-15 1988-10-27 Auch, Dieter, 71229 Leonberg Billard-Tischkegelbahn
US5110128A (en) * 1991-02-21 1992-05-05 Robbins Mark J Air cushion table game

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
See also references of WO9528207A1 *

Also Published As

Publication number Publication date
KR960703028A (ko) 1996-06-19
CA2165067A1 (en) 1995-10-26
CN1129912A (zh) 1996-08-28
EP0704230A4 (de) 1997-03-26
CA2165067C (en) 1999-03-30
AU2224295A (en) 1995-11-10
WO1995028207A1 (en) 1995-10-26

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